def __creat_sprites(self): #创建背景精灵,创建背景精灵组 bg_1 = BackGround(bg_img_1,1) bg_2 = BackGround(bg_img_2,1) bg_2.rect.y = -WINDOW_HEIGHT self.bg_ground = pygame.sprite.Group(bg_1,bg_2) #创建英雄精灵,创建英雄精灵组 self.hero = Hero() self.hero_group = pygame.sprite.Group(self.hero) #创建安全木块精灵组 self.safetyblock = SafetyBlock() self.safetyblock_group = pygame.sprite.Group() #创建消失木块精灵组 self.noneblock = NoneBlock() self.noneblock_group = pygame.sprite.Group() #创建跳跃木块精灵组 self.jumpblock = JumpBlock() self.junpblock_group = pygame.sprite.Group() # 创建掉血木块精灵组 self.loseblock = LoseBlock() self.loseblock_group = pygame.sprite.Group() self.prop_1 = Prop_1() self.prop_1_group = pygame.sprite.Group() self.prop_2 = Prop_2() self.prop_2_group = pygame.sprite.Group() self.prop_3 = Prop_3() self.prop_3_group = pygame.sprite.Group()
def enter(): global image, BG_Sound open_canvas(600, 800) image = load_image('BackGround\\Title.png') global BGM BGM = load_music('background.mp3') BGM.set_volume(64) BGM.repeat_play() global Stage, Bullet, Mob, User, King, BossShot, Cloud, YellowMonster, MapState, RedMonster, BossAttack global SubBullet, SubBullet2 Bullet = [Attack() for i in range(Bullet_Max)] SubBullet = [Attack() for i in range(Bullet_Max)] SubBullet2 = [Attack() for i in range(Bullet_Max)] Stage = BackGround() ##BossShot = [Boss() for i in range(30)] Mob = [Monster(i) for i in range(MobLimit)] User = Player() King = [Boss(i) for i in range(3)] Cloud = BackGround() YellowMonster = [Monster(i) for i in range(MobLimit)] RedMonster = [Monster(i) for i in range(MobLimit)] MapState = Map1 BossAttack = [Boss(i) for i in range(10)]
def create_world(): global Stage, Bullet, Mob, User, King Bullet_Max = 30 Bullet = [Attack() for i in range(Bullet_Max)] Stage = BackGround() Mob = Monster() User = Player() King = Boss()
def init_object(): global background, player, boss background = BackGround() player = Player() boss = None NormalEnemy.CreateTime = 0 MiddleEnemy.CreateTime = 0 HighEnemy.CreateTime = 0 Boss.CreateTime = 0 Boss.Create = False
def enter(): global Angel, time time = (get_time() // 1) open_canvas(300, 300) bg = BackGround.BackGround() Angel = player.Player() tower = Holy.Tower() game_world.add_object(bg, game_world.layer_bg) game_world.add_object(Angel, game_world.layer_player) game_world.add_object(tower, game_world.layer_bg) if (Monster.Monster.blood is None): Monster.Monster.blood = load_image('./res/blood.png') Monster.Monster.bloodnone = load_image('./res/bloodnone.png')
def start(self): background1 = BackGround(self.screen, 0, 0, 2880, pygame.image.load("image/back2.png")) self.gameObjects.append(background1) field = BackGround(self.screen, 0, 288, 2880, pygame.image.load("image/field.png")) self.gameObjects.append(field) self.player = Player(160, 330, 0, 0) self.player.set_animation( ImageAnimation(pygame.image.load("image/action0.png"), split_x=6, split_y=1, frame=Player.ACTION0_FRAME, is_turn=False, is_loop=True)) self.player.action1 = ImageAnimation( pygame.image.load("image/action1.png"), split_x=12, split_y=1, frame=Player.ACTION1_FRAME, is_loop=False) self.player.action2 = ImageAnimation( pygame.image.load("image/action2_1.png"), split_x=13, split_y=1, frame=Player.ACTION2_FRAME, is_loop=False) self.player.action3 = ImageAnimation( pygame.image.load("image/action3_1.png"), split_x=7, split_y=1, frame=Player.ACTION3_FRAME, is_loop=False)
def enter(): global Stage, Bullet, Mob, User, King, BossShot, Cloud, YellowMonster, MapState, RedMonster, BossAttack global SubBullet, SubBullet2,load_time open_canvas(600, 800,sync=True) Bullet = [Attack() for i in range(Bullet_Max)] SubBullet = [Attack() for i in range(Bullet_Max)] SubBullet2 = [Attack() for i in range(Bullet_Max)] Stage = BackGround() ##BossShot = [Boss() for i in range(30)] Mob = [Monster(i) for i in range(MobLimit)] User = Player() King = [Boss(i) for i in range(3)] Cloud = BackGround() YellowMonster = [Monster(i) for i in range(MobLimit)] RedMonster = [Monster(i) for i in range(MobLimit)] MapState = Map1 BossAttack = [Boss(i) for i in range(10)] global gBGM gBGM = load_music('Sound\\logo_background.mp3') gBGM.set_volume(64) gBGM.repeat_play() load_time=0
def enter(): # 게임 상태 ( 인게임 ) 에 들어올 때 초기화 global Back_Ground # 전역변수 선언 Back_Ground = BackGround.BackGround() # 생성한 전역변수로 BackGround 객체를 가리킴 global BGM # 전역변수 선언 BGM = load_music('Resources/Musics/DefaultBattle.ogg') # 생성한 전역변수에 음악 삽입 BGM.set_volume(50) # 음량 BGM.repeat_play() # 반복 재생 global My_Castle, Enemy_Castle # 전역변수 선언 My_Castle = Castle.MyCastle() # 생성한 전역변수로 MyCastle 객체를 가리킴 Enemy_Castle = Castle.EnemyCastle() # 생성한 전역변수로 EnemyCastle 객체를 가리킴 global Basic_Cat, Tank_Cat, Axe_Cat, Gross_Cat, Cow_Cat, Bird_Cat, UFO_Cat, Fish_Cat, Lizard_Cat, Titan_Cat # 전역변수 선언 Basic_Cat = Cats.BasicCat() # 생성한 전역변수로 BasicCat 객체를 가리킴 Tank_Cat = Cats.TankCat() Axe_Cat = Cats.AxeCat() # 생성한 전역변수로 AxeCat 객체를 가리킴 Gross_Cat = Cats.GrossCat() Cow_Cat = Cats.CowCat() Bird_Cat = Cats.BirdCat() UFO_Cat = Cats.UFOCat() Fish_Cat = Cats.FishCat() Lizard_Cat = Cats.LizardCat() Titan_Cat = Cats.TitanCat() global Skele_Dog, Mummy_Dog, Officer_Skeleton, Commander_Skeleton Skele_Dog = Enemies.SkeleDog() Mummy_Dog = Enemies.MummyDog() Officer_Skeleton = Enemies.OfficerSkeleton() Commander_Skeleton = Enemies.CommanderSkeleton() global Headless_Knight Headless_Knight = Enemies.HeadlessKnight() global Headless_Knight_Skill Headless_Knight_Skill = EnemySkills.HeadlessKnightSkill(None, None) global Lizard_Cat_Skill, UFO_Cat_SKill Lizard_Cat_Skill = CatSkills.LizardCatSkill(None, None) UFO_Cat_SKill = CatSkills.UFOCatSkill(None, None) global Number_1, Number_2, Number_3, Number_4, Number_5, Number_6, Number_7, Number_8, Number_9 global Skill_Button Number_1 = Unit_Buttons.ButtonNumber1() Number_2 = Unit_Buttons.ButtonNumber2() Number_3 = Unit_Buttons.ButtonNumber3() Number_4 = Unit_Buttons.ButtonNumber4() Number_5 = Unit_Buttons.ButtonNumber5() Number_6 = Unit_Buttons.ButtonNumber6() Number_7 = Unit_Buttons.ButtonNumber7() Number_8 = Unit_Buttons.ButtonNumber8() Number_9 = Unit_Buttons.ButtonNumber9() Skill_Button = Unit_Buttons.SkillButton() Buttons.append(Number_1) Buttons.append(Number_2) Buttons.append(Number_3) Buttons.append(Number_4) Buttons.append(Number_5) Buttons.append(Number_6) Buttons.append(Number_7) Buttons.append(Number_8) Buttons.append(Number_9) Buttons.append(Skill_Button) global Laser_Beam Laser_Beam = Skills.LaserBeam() global TIME_PER_ACTION global ACTION_PER_TIME TIME_PER_ACTION = 0.5 ACTION_PER_TIME = 1.0 / TIME_PER_ACTION global Frame global Frames Frame = 0 Frames = 0 global Count_Number Count_Number = 0
buildHeight = data_init[6]['yb'] radius = data_init[7]['radius'] gorPos = [] gorPos.append(goPosx1) gorPos.append(goPosy1) gorPos.append(goPosx2) gorPos.append(goPosy2) p1 = "player1" p2 = "player2" #initialise pygame pygame.init() winSurface = pygame.display.set_mode((bgd.SCR_WIDTH, bgd.SCR_HEIGHT), 0, 32) pygame.display.set_caption('Gorillas.py') skylineSurf = bgd.makeCityScape(buildHeight) bgd.drawSun(skylineSurf) bgd.drawGorilla(skylineSurf, gorPos[0], gorPos[1]) bgd.drawGorilla(skylineSurf, gorPos[2], gorPos[3]) bgd.drawText(p1, skylineSurf, 2, 2, bgd.WHITE_COLOR, bgd.SKY_COLOR) bgd.drawText(p2, skylineSurf, 538, 2, bgd.WHITE_COLOR, bgd.SKY_COLOR) winSurface.blit(skylineSurf, (0, 0)) pygame.display.update() winner = 0 orient = 1 while winner == 0: # display_msg has the same structure as C++ displayMsg display_msg = listener.read()